Wondering if anyone knows of any of the classic AD&D modules being converted to the new 5th Ed rules etc.
Playing a new system without Keep on the Border Lands just seems wrong to a diehard 2nd Ed guy like myself.
I know Wizards of the Coast had the classic modules redone in 3rd Ed for a while but haven't heard anything about it for 5th Ed.
2nd Ed Modules for 5th Ed Rules?
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Re: 2nd Ed Modules for 5th Ed Rules?
I don't know about any actual conversions, but I've run several AD&D modules "on the fly" using 5E rules. I just substitute the 5E monster in place of the AD&D one and cap magical items to +1. Seems to work pretty well.
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
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Re: 2nd Ed Modules for 5th Ed Rules?
Why cap the magical weapons at +1. Just started with 5ed so it that the limit in 5th?
Re: 2nd Ed Modules for 5th Ed Rules?
I can't speak for finarvyn, but 5e, in general, has lower ACs but more HPs per creature. They intentionally designed it so lower level monsters will always be a threat to PCs, although not much of one in some cases. Magic weapons and armor are less abundant than in older editions.
Immunity to non-magical weapons is a thing of the past, for the most part.
Immunity to non-magical weapons is a thing of the past, for the most part.
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Re: 2nd Ed Modules for 5th Ed Rules?
Wasn't that the test module in the playtest packets for 5e? Should be out there, somewhere...TheZombieAK wrote:...without Keep on the Border Lands just seems wrong...
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Re: 2nd Ed Modules for 5th Ed Rules?
It was.
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Re: 2nd Ed Modules for 5th Ed Rules?
As lukash noted, monster statblocks have changed somewhat from 1E/2E to 5E. That's why I try to substitute the entire creature instead of trying to "convert" it. (E.g. if a module calls for orcs, I use 5E orcs instead of older edition orcs.)
As to the cap on plusses, I haven't seen anything offical about an actual cap but I know that 5E is designed to have smaller bonuses on magic items as well as smaller bonuses on character stats. In my reading of WotC 5E modules, I don't think I've seen any "official" magic items higher than +1 yet. I figure you start out low and can adjust later if needed.
As to the cap on plusses, I haven't seen anything offical about an actual cap but I know that 5E is designed to have smaller bonuses on magic items as well as smaller bonuses on character stats. In my reading of WotC 5E modules, I don't think I've seen any "official" magic items higher than +1 yet. I figure you start out low and can adjust later if needed.

Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman